In another post I hit on the idea of improving the normal attacks so that they can all stand on their own without needing the normal attack switches to provide the incremental DPS punch. The rationale was reducing the need for normal attack switching since the mobile interface for it was clunky compared to PC; thus, increasing the already large gap in performance between platforms.
Then it hit me, there is great untapped potential for normal attacks. An existing mechanic already exists in the game that can greatly empower the normal attacks.
Apply the increasing effectiveness mechanic to ALL normal attacks. Basically imagine a chaingun, the firing speed ramps up the longer you fire it.
Current normal attack that enjoys this mechanic: Arc Lightning, Frenzy, RS.
I will give one example for each class. I'm sure the community and developers can come up with a lot more creative ways.
Warrior: Frenzy:
Initial attack: 500% dmg
stack buff: 100% weapon dmg, 6% MS, 6%AS (which I would prefer to see 6% bonus to haste instead)
Max stack: 5.
25% chance: 2x LoH on the attack
25% chance: strike twice.
So the first hit of frenzy carries 500% weapon damage. But this damage ramps up very quick to 1000% weapon damage and 30% AS/MS as you reach its maximum potential.
The idea is the buff stack stays/refreshes only if you continuously attack (allow 1 sec kiting time) and no switching attack. If you switch attack even if for a split second, the buff stack resets to zero and you will have to ramp it up again. This encourages specialization in particular normal attacks as the max'd out frenzy dishes significantly more damage than current meta.
Plus imagine the juggernaut set 4 bonus being: Frenzy Max Stack increases by 5!. Now your frenzy can do 1500% weapon damage with 60% AS/MS bonus. That's a heck a lot more impressive than whatever the current juggernaut bonus 4 is. Opens up a whole new avenue for set bonuses and its effects in the game.
Mage: Fireball:
Initial attack: 200% weapon dmg small AOE
30% burn damage + 25% chance of 100% dmg meteor -- personally I don't see this burn dmg and meteor is all that effective while using up graphic resources. I would just get rid of it or change it to the proc below.
stack buff: 20% weapon damage, 10% increase to AOE,
Max stack: 5
10% chance for affected enemies to take 100% extra damage as burn damage over 1sec (this 100% refers to the current damage of the fireball)
10% chance to summon meteor that deal 100% extra damage after 1sec (this 100% also refers to the current damage of the fireball)
So first fireball deals 200% weapon damage in a small AOE, at max stack, the fireball deals 300% weapon damage to an AOE that is 2.25X the size. Not only that, there is 10% chance to burn the enemies in that bigger AOE for 300% damage over 1sec AND 10% for a meteor for another 300% damage. Now that's a FIREBALL.
BH: Explosive Shot (I'm trying to buff the least used normal attack here)
Initial attack: 300% damage, 45% chance to explode for 600% damage and small AOE
stack buff: 15% damage, 5% chance to explode, explosion damage +40%
Max stack: 5
At max level, the explosive shot hits for 375% damage, 70% chance to explode for 800%. When you add in pierce chance. Hell Yeah! Smell the napalm in the morning!
Havoc set bonus 4: Explosive shot Max Stack increases by 5! Now you are talking about 450% damage, 95% chance to explode for 1000%. Booyah! Is Havoc still underpowered now?
Then it hit me, there is great untapped potential for normal attacks. An existing mechanic already exists in the game that can greatly empower the normal attacks.
Apply the increasing effectiveness mechanic to ALL normal attacks. Basically imagine a chaingun, the firing speed ramps up the longer you fire it.
Current normal attack that enjoys this mechanic: Arc Lightning, Frenzy, RS.
I will give one example for each class. I'm sure the community and developers can come up with a lot more creative ways.
Warrior: Frenzy:
Initial attack: 500% dmg
stack buff: 100% weapon dmg, 6% MS, 6%AS (which I would prefer to see 6% bonus to haste instead)
Max stack: 5.
25% chance: 2x LoH on the attack
25% chance: strike twice.
So the first hit of frenzy carries 500% weapon damage. But this damage ramps up very quick to 1000% weapon damage and 30% AS/MS as you reach its maximum potential.
The idea is the buff stack stays/refreshes only if you continuously attack (allow 1 sec kiting time) and no switching attack. If you switch attack even if for a split second, the buff stack resets to zero and you will have to ramp it up again. This encourages specialization in particular normal attacks as the max'd out frenzy dishes significantly more damage than current meta.
Plus imagine the juggernaut set 4 bonus being: Frenzy Max Stack increases by 5!. Now your frenzy can do 1500% weapon damage with 60% AS/MS bonus. That's a heck a lot more impressive than whatever the current juggernaut bonus 4 is. Opens up a whole new avenue for set bonuses and its effects in the game.
Mage: Fireball:
Initial attack: 200% weapon dmg small AOE
30% burn damage + 25% chance of 100% dmg meteor -- personally I don't see this burn dmg and meteor is all that effective while using up graphic resources. I would just get rid of it or change it to the proc below.
stack buff: 20% weapon damage, 10% increase to AOE,
Max stack: 5
10% chance for affected enemies to take 100% extra damage as burn damage over 1sec (this 100% refers to the current damage of the fireball)
10% chance to summon meteor that deal 100% extra damage after 1sec (this 100% also refers to the current damage of the fireball)
So first fireball deals 200% weapon damage in a small AOE, at max stack, the fireball deals 300% weapon damage to an AOE that is 2.25X the size. Not only that, there is 10% chance to burn the enemies in that bigger AOE for 300% damage over 1sec AND 10% for a meteor for another 300% damage. Now that's a FIREBALL.
BH: Explosive Shot (I'm trying to buff the least used normal attack here)
Initial attack: 300% damage, 45% chance to explode for 600% damage and small AOE
stack buff: 15% damage, 5% chance to explode, explosion damage +40%
Max stack: 5
At max level, the explosive shot hits for 375% damage, 70% chance to explode for 800%. When you add in pierce chance. Hell Yeah! Smell the napalm in the morning!
Havoc set bonus 4: Explosive shot Max Stack increases by 5! Now you are talking about 450% damage, 95% chance to explode for 1000%. Booyah! Is Havoc still underpowered now?
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